/****************************************************************************** Copyright (C) 2014 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ uniform float width; uniform float height; uniform float width_i; uniform float width_d2; uniform float height_d2; uniform float width_x2_i; uniform float4 color_vec0; uniform float4 color_vec1; uniform float4 color_vec2; uniform float3 color_range_min = {0.0, 0.0, 0.0}; uniform float3 color_range_max = {1.0, 1.0, 1.0}; uniform texture2d image; uniform texture2d image1; uniform texture2d image2; uniform texture2d image3; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct FragPos { float4 pos : POSITION; }; struct VertTexPos { float2 uv : TEXCOORD0; float4 pos : POSITION; }; struct VertPosWide { float3 pos_wide : TEXCOORD0; float4 pos : POSITION; }; struct VertTexPosWide { float3 uuv : TEXCOORD0; float4 pos : POSITION; }; struct FragTex { float2 uv : TEXCOORD0; }; struct FragPosWide { float3 pos_wide : TEXCOORD0; }; struct FragTexWide { float3 uuv : TEXCOORD0; }; FragPos VSPos(uint id : VERTEXID) { float idHigh = float(id >> 1); float idLow = float(id & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; FragPos vert_out; vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; } VertTexPosWide VSTexPos_Left(uint id : VERTEXID) { float idHigh = float(id >> 1); float idLow = float(id & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; float u_right = idHigh * 2.0; float u_left = u_right - width_i; float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0); VertTexPosWide vert_out; vert_out.uuv = float3(u_left, u_right, v); vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; } VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID) { float idHigh = float(id >> 1); float idLow = float(id & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; float u = idHigh * 2.0; float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0); VertTexPos vert_out; vert_out.uv = float2(width_d2 * u, height * v); vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; } VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID) { float idHigh = float(id >> 1); float idLow = float(id & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; float u = idHigh * 2.0; float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0); VertTexPos vert_out; vert_out.uv = float2(width_d2 * u, height_d2 * v); vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; } VertPosWide VSPosWide_Reverse(uint id : VERTEXID) { float idHigh = float(id >> 1); float idLow = float(id & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; float u = idHigh * 2.0; float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0); VertPosWide vert_out; vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v); vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; } float PS_Y(FragPos frag_in) : TARGET { float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb; float y = dot(color_vec0.xyz, rgb) + color_vec0.w; return y; } float2 PS_UV_Wide(FragTexWide frag_in) : TARGET { float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb; float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb; float3 rgb = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec1.xyz, rgb) + color_vec1.w; float v = dot(color_vec2.xyz, rgb) + color_vec2.w; return float2(u, v); } float PS_U(FragPos frag_in) : TARGET { float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb; float u = dot(color_vec1.xyz, rgb) + color_vec1.w; return u; } float PS_V(FragPos frag_in) : TARGET { float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb; float v = dot(color_vec2.xyz, rgb) + color_vec2.w; return v; } float PS_U_Wide(FragTexWide frag_in) : TARGET { float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb; float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb; float3 rgb = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec1.xyz, rgb) + color_vec1.w; return u; } float PS_V_Wide(FragTexWide frag_in) : TARGET { float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb; float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb; float3 rgb = (rgb_left + rgb_right) * 0.5; float v = dot(color_vec2.xyz, rgb) + color_vec2.w; return v; } float3 YUV_to_RGB(float3 yuv) { yuv = clamp(yuv, color_range_min, color_range_max); float r = dot(color_vec0.xyz, yuv) + color_vec0.w; float g = dot(color_vec1.xyz, yuv) + color_vec1.w; float b = dot(color_vec2.xyz, yuv) + color_vec2.w; return float3(r, g, b); } float3 PSUYVY_Reverse(FragTex frag_in) : TARGET { float4 y2uv = image.Load(int3(frag_in.uv.xy, 0)); float2 y01 = y2uv.yw; float2 cbcr = y2uv.zx; float leftover = frac(frag_in.uv.x); float y = (leftover < 0.5) ? y01.x : y01.y; float3 yuv = float3(y, cbcr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float3 PSYUY2_Reverse(FragTex frag_in) : TARGET { float4 y2uv = image.Load(int3(frag_in.uv.xy, 0)); float2 y01 = y2uv.zx; float2 cbcr = y2uv.yw; float leftover = frac(frag_in.uv.x); float y = (leftover < 0.5) ? y01.x : y01.y; float3 yuv = float3(y, cbcr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float3 PSYVYU_Reverse(FragTex frag_in) : TARGET { float4 y2uv = image.Load(int3(frag_in.uv.xy, 0)); float2 y01 = y2uv.zx; float2 cbcr = y2uv.wy; float leftover = frac(frag_in.uv.x); float y = (leftover < 0.5) ? y01.x : y01.y; float3 yuv = float3(y, cbcr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET { float y = image.Load(int3(frag_in.pos.xy, 0)).x; int3 xy0_chroma = int3(frag_in.uv, 0); float cb = image1.Load(xy0_chroma).x; float cr = image2.Load(xy0_chroma).x; float3 yuv = float3(y, cb, cr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET { int3 xy0_luma = int3(frag_in.pos.xy, 0); float y = image.Load(xy0_luma).x; int3 xy0_chroma = int3(frag_in.uv, 0); float cb = image1.Load(xy0_chroma).x; float cr = image2.Load(xy0_chroma).x; float alpha = image3.Load(xy0_luma).x; float3 yuv = float3(y, cb, cr); float4 rgba = float4(YUV_to_RGB(yuv), alpha); return rgba; } float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET { float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x; int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0); float cb = image1.Load(xy0_chroma).x; float cr = image2.Load(xy0_chroma).x; float3 yuv = float3(y, cb, cr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET { int3 xy0_luma = int3(frag_in.pos_wide.xz, 0); float y = image.Load(xy0_luma).x; int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0); float cb = image1.Load(xy0_chroma).x; float cr = image2.Load(xy0_chroma).x; float alpha = image3.Load(xy0_luma).x; float3 yuv = float3(y, cb, cr); float4 rgba = float4(YUV_to_RGB(yuv), alpha); return rgba; } float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET { int3 xy0 = int3(frag_in.pos.xy, 0); float y = image.Load(xy0).x; float cb = image1.Load(xy0).x; float cr = image2.Load(xy0).x; float3 yuv = float3(y, cb, cr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET { int3 xy0 = int3(frag_in.pos.xy, 0); float y = image.Load(xy0).x; float cb = image1.Load(xy0).x; float cr = image2.Load(xy0).x; float alpha = image3.Load(xy0).x; float3 yuv = float3(y, cb, cr); float4 rgba = float4(YUV_to_RGB(yuv), alpha); return rgba; } float4 PSAYUV_Reverse(FragPos frag_in) : TARGET { float4 yuva = image.Load(int3(frag_in.pos.xy, 0)); float4 rgba = float4(YUV_to_RGB(yuva.xyz), yuva.a); return rgba; } float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET { float y = image.Load(int3(frag_in.pos.xy, 0)).x; float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy; float3 yuv = float3(y, cbcr); float3 rgb = YUV_to_RGB(yuv); return rgb; } float3 PSY800_Limited(FragPos frag_in) : TARGET { float limited = image.Load(int3(frag_in.pos.xy, 0)).x; float full = (255.0 / 219.0) * limited - (16.0 / 219.0); return float3(full, full, full); } float3 PSY800_Full(FragPos frag_in) : TARGET { float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx; return full; } float4 PSRGB_Limited(FragPos frag_in) : TARGET { float4 rgba = image.Load(int3(frag_in.pos.xy, 0)); rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0); return rgba; } float3 PSBGR3_Limited(FragPos frag_in) : TARGET { float x = frag_in.pos.x * 3.0; float y = frag_in.pos.y; float b = image.Load(int3(x - 1.0, y, 0)).x; float g = image.Load(int3(x, y, 0)).x; float r = image.Load(int3(x + 1.0, y, 0)).x; float3 rgb = float3(r, g, b); rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0); return rgb; } float3 PSBGR3_Full(FragPos frag_in) : TARGET { float x = frag_in.pos.x * 3.0; float y = frag_in.pos.y; float b = image.Load(int3(x - 1.0, y, 0)).x; float g = image.Load(int3(x, y, 0)).x; float r = image.Load(int3(x + 1.0, y, 0)).x; float3 rgb = float3(r, g, b); return rgb; } technique Planar_Y { pass { vertex_shader = VSPos(id); pixel_shader = PS_Y(frag_in); } } technique Planar_U { pass { vertex_shader = VSPos(id); pixel_shader = PS_U(frag_in); } } technique Planar_V { pass { vertex_shader = VSPos(id); pixel_shader = PS_V(frag_in); } } technique Planar_U_Left { pass { vertex_shader = VSTexPos_Left(id); pixel_shader = PS_U_Wide(frag_in); } } technique Planar_V_Left { pass { vertex_shader = VSTexPos_Left(id); pixel_shader = PS_V_Wide(frag_in); } } technique NV12_Y { pass { vertex_shader = VSPos(id); pixel_shader = PS_Y(frag_in); } } technique NV12_UV { pass { vertex_shader = VSTexPos_Left(id); pixel_shader = PS_UV_Wide(frag_in); } } technique UYVY_Reverse { pass { vertex_shader = VSTexPosHalf_Reverse(id); pixel_shader = PSUYVY_Reverse(frag_in); } } technique YUY2_Reverse { pass { vertex_shader = VSTexPosHalf_Reverse(id); pixel_shader = PSYUY2_Reverse(frag_in); } } technique YVYU_Reverse { pass { vertex_shader = VSTexPosHalf_Reverse(id); pixel_shader = PSYVYU_Reverse(frag_in); } } technique I420_Reverse { pass { vertex_shader = VSTexPosHalfHalf_Reverse(id); pixel_shader = PSPlanar420_Reverse(frag_in); } } technique I40A_Reverse { pass { vertex_shader = VSTexPosHalfHalf_Reverse(id); pixel_shader = PSPlanar420A_Reverse(frag_in); } } technique I422_Reverse { pass { vertex_shader = VSPosWide_Reverse(id); pixel_shader = PSPlanar422_Reverse(frag_in); } } technique I42A_Reverse { pass { vertex_shader = VSPosWide_Reverse(id); pixel_shader = PSPlanar422A_Reverse(frag_in); } } technique I444_Reverse { pass { vertex_shader = VSPos(id); pixel_shader = PSPlanar444_Reverse(frag_in); } } technique YUVA_Reverse { pass { vertex_shader = VSPos(id); pixel_shader = PSPlanar444A_Reverse(frag_in); } } technique AYUV_Reverse { pass { vertex_shader = VSPos(id); pixel_shader = PSAYUV_Reverse(frag_in); } } technique NV12_Reverse { pass { vertex_shader = VSTexPosHalfHalf_Reverse(id); pixel_shader = PSNV12_Reverse(frag_in); } } technique Y800_Limited { pass { vertex_shader = VSPos(id); pixel_shader = PSY800_Limited(frag_in); } } technique Y800_Full { pass { vertex_shader = VSPos(id); pixel_shader = PSY800_Full(frag_in); } } technique RGB_Limited { pass { vertex_shader = VSPos(id); pixel_shader = PSRGB_Limited(frag_in); } } technique BGR3_Limited { pass { vertex_shader = VSPos(id); pixel_shader = PSBGR3_Limited(frag_in); } } technique BGR3_Full { pass { vertex_shader = VSPos(id); pixel_shader = PSBGR3_Full(frag_in); } }